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Added debugger plugin support
Changes: * EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it. * EditorDebuggerPlugin is added which handles the editor side of communication.
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@@ -54,6 +54,7 @@ class EditorVisualProfiler;
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class EditorNetworkProfiler;
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class EditorPerformanceProfiler;
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class SceneDebuggerTree;
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class EditorDebuggerPlugin;
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class ScriptEditorDebugger : public MarginContainer {
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GDCLASS(ScriptEditorDebugger, MarginContainer);
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@@ -146,6 +147,10 @@ private:
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EditorDebuggerNode::CameraOverride camera_override;
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Map<Ref<Script>, EditorDebuggerPlugin *> debugger_plugins;
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Map<StringName, Callable> captures;
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void _stack_dump_frame_selected();
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void _file_selected(const String &p_file);
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@@ -253,6 +258,16 @@ public:
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bool is_skip_breakpoints();
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virtual Size2 get_minimum_size() const override;
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void add_debugger_plugin(const Ref<Script> &p_script);
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void remove_debugger_plugin(const Ref<Script> &p_script);
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void send_message(const String &p_message, const Array &p_args);
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void register_message_capture(const StringName &p_name, const Callable &p_callable);
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void unregister_message_capture(const StringName &p_name);
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bool has_capture(const StringName &p_name);
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ScriptEditorDebugger(EditorNode *p_editor = nullptr);
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~ScriptEditorDebugger();
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};
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